Things look a lot better! Well, they were already good, but now the diff is really coming together. Actually though, the way you treat 1/4 jump patterns is really intuitive imo. I can't play all of the 1/4's of course, but looking at then in editor and considering flow/angles they all seem pretty good for playing. I'll make some further notes soon!
One thing i'm noticing is you usually tend to use linear and curved sliders. This is something I do a lot in my maps too so dw its not wrong xD. We could probably work on better slider patterns still though.
Slider design
Halved SlidersSo these kinds of sliders are basically where you have a red-node in the middle of the slider, with a sort of symmetrical pattern (though probably on an angle, rather than on the x or y axis)
00:02:666 (7) - For example could probably be more symmetrical.
A good technique for setting up sliders like this is to use the mid-point of the slider and the slider-ball. Position the middle of the slider so that the sliderball is perfectly in the middle. Notice how I scaled to 1/8 snap in order to get to the point in the timeline that's perfectly in the middle of the slider 00:02:791 -
Some sliders you can apply this technique to are stuff like 00:15:332 (3) -
00:50:332 (1,2) - (well, these are like almost perfect anyways)
Parallel SlidersOne thing thats really important about using parallel slider patterns is to be aware of the negative space in between the parallels. You want them to be consistent for the best visual structure.
00:50:332 (1,2,1) - For example.
01:06:999 (1,2,1) - As well, you can see they are slightly off. You could just copy slider 1 + 2, and the paste + stack to set up the pattern.
Blanket Sliders
Pretty straightforward, but definitely mind the blankets
00:47:666 (1,2,3,1) - etc...
There actually is a technique for setting up easy blankets really quickly.
00:47:666 (1,2) - Lets use this for example
First, i'm going to Ctrl+G 00:47:666 (1) - so I can use the approach circle on the head to help with the blanket/
Now I'm going to move the slider an arbitrary amount in the time line so that the approach circle is close the slider 3's head.
Now i'm going to scale up to 1/16 Beat Snap Divisor. I can now scroll up and down to get the precise point where the approach circle overlaps the white slider-border of the blanketting slider.
Now i can just use the approach circle for an easy guide to blanketting.
Don't forget to move the previous slider back to its original timeline position and Ctrl+G after!
Most people usually just eyeball or use an estimate, the addition of the 1/16 beat snap idea allows for really precise blanketting with relative ease. Another trick I like to do is to Ctrl+G the slider twice after blanketting. It will reset the slider's control points to their lowest possible value, and it makes it much easier and reliable to adjust and copy/paste the slider in the future.
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Rhythm:00:18:999 (1,2,1,2,3,1,2,3) - Your rhythm choice is a lot better now. This is getting more detailed in analysis now, but if you compare the rhytm here to 00:13:666 (1,2,3,4,1,2,3,1,2,3,1,2,3,4,5) - You'll notice that you don't use as many circles (or any at all) So the rhythm becomes a bit less rich. You could try adding maybe one or two more circles here and reducing some 1/2 sliders to 1/4.
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Let's go through some slider-heavy maps next time you catch me online and mapping xD. Imo, slider designs like 00:55:666 (1,2,3,1,2) - are kinda weird. They look ugly and I said you could make ugly sliders look good if you apply a pattern to them, but their design is really different from the linear/curved sliders you used. I think it's better if we use simpler slider designs that are also not linear/curved. Anyways, I can elaborate on that more when we you're free xD.